Hi, i'm currently using cell prefabs with decals projectors instead of meshes (HDRP).
To make them work, i had to disable all the blinking options and disable the Hide Unused Prefabs option in the battle grid highlights section of Ork3.

Maybe in the future decal components could get support for hide unused (better performances) and blinking?
  • I'll look into it.
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  • @gamingislove don't know if this could be related, but since changing my grid prefabs i started having out of memory issues:

    OutOfMemoryException: Out of memory
    System.Collections.Generic.List`1[T].set_Capacity (System.Int32 value) (at <7b935204f5ff4bcab44b3b0ebca330bf>:0)
    System.Collections.Generic.List`1[T].EnsureCapacity (System.Int32 min) (at <7b935204f5ff4bcab44b3b0ebca330bf>:0)
    System.Collections.Generic.List`1[T].AddWithResize (T item) (at <7b935204f5ff4bcab44b3b0ebca330bf>:0)
    GamingIsLove.ORKFramework.GridPathFinder.GetPath (GamingIsLove.ORKFramework.Components.BattleGridCellComponent toCell, System.Collections.Generic.List`1[GamingIsLove.ORKFramework.Components.BattleGridCellComponent]& path) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.GridMoveCommandSettings.SelectCell (GamingIsLove.ORKFramework.Components.BattleGridCellComponent cell, System.Boolean isHover) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.GridCellSelectionSettings.SelectCell (GamingIsLove.ORKFramework.Components.BattleGridCellComponent startCell, GamingIsLove.ORKFramework.Components.BattleGridCellComponent currentCell, GamingIsLove.ORKFramework.SelectGridCellBool selectCell, GamingIsLove.ORKFramework.SelectGridCell acceptCell, GamingIsLove.ORKFramework.GridCellCheck acceptCheck, GamingIsLove.ORKFramework.SelectGridDirection selectDirection, System.Boolean neighbourMode, System.Boolean blockDiagonalDistance1) (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.GridMoveCommandSettings.Tick () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.BattleGridSettings.Tick () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.ORKFramework.Battle.Tick () (at <8133a51876674e7193b890c454777dd1>:0)
    GamingIsLove.Makinom.Maki.FireTick () (at <88a6be00da074773b4f8e49e8561b8ab>:0)
    GamingIsLove.Makinom.MakinomHandler.Update () (at <88a6be00da074773b4f8e49e8561b8ab>:0)
  • Hm, grid cell prefabs shouldn't have anything to do with that.

    How large is your grid?
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  • 30x30 cells, but everything was working fine up until those changes with the cells prefabs
  • Huh ... the prefab should have no effect on that at all.

    Could you maybe send me a small Unity test project with your setup where this happens?
    Removing the Library folder from the Unity project's folder will reduce the size, zip it and upload it somewhere (e.g. dropbox) and send me the link to contact@orkframework.com.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • Strangely enough, the out of memory error doesn't trigger anymore as of today.
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